The LPP BF Collection Setup.exe file you have requested: Tools and Utilities / Server Tools / Lost Pirates Productions: Battlefield Collection - 393.38kb is not available. Perhaps try browsing all files for the game Battlefield 2 and upload any files you want to share or are missing. This is the only information we could locate:

- The kit developer must be in your unpacked mod to use it properly.
- The kit developer can not read from archives.
- The kit developer will search for custom weapons in: "objects\weapons\handheld\*.tweak"
- The kit developer will search for custom kits in: "objects\Kits\*.con"
- Generated kits must be loaded in your levels to use them. (see the bottom of this thread)

Getting started

Place the kit developer in your mod. Then launch it.
If it displays the message: "No weapons and no kits have been located", then the location is incorrect.
If you have no custom weapons and kits, you can only use "Open a kit" and "Create a new kit".

Basic knowledge

The kit developer contains 27 weapon select boxes.
Here you can set a certain weapon.
By clicking on the red cross on the right of a box, you can clear that index.
Please note that bots need a rifle (index 3), else they will walk like zombies.

It contains three rows: Main, Unlock 1 and Unlock 2.
The main indices are always shown in-game, the unlocks online (if you have gained them).

In case you use Vanilla Battlefield weapons, you can use the "include check boxes".

On the left side of this program is the file manager.
Here you can save (as), create, refresh and open kit files.
If you have edited a kit, and you tried to open another kit,
it will display a message whether or not to save the current kit.

Opening a kit can be done by clicking "Open a kit".

Creating a kit

To create a new kit, click on "Create a new kit".
A dialog will appear:

There are two sections: Main information and Mesh information.

Main information

Here you can set the kit type, abilities, name and output folder.
The following statements must be correct to display a green sign:
- The program must detect the new kit (the output location must be correct)
- If the kit not already exists

The kit type determines which icons and mesh geometry index to use.
The abilities determine if the player can see health, armor and/or ammo status.

Mesh information

Here you can set the mesh for your new kit.
If you have made a new mesh, you can prepare it.
This means a "*_kits.con" will be made, loading the kit.
If you have prepared the mesh, it will be displayed in "prepared meshes".

If you want to use a vanilla mesh, you can use the "include mesh check boxes".

After you have done all the above steps correctly, you can create the kit.
If a red sign has been displayed, then it could be you have to open the kit manually.
Else it will add the new kit in the kits list.

Editing you new kit can be done by opening your new kit.
Creating the kit will not add weapons; you will have to do that.

Editing a kit

To start editing a kit, select the kit in the kits list.
You can only edit the weapons of a kit, not the abilities, kit type and kit icons.

Editing can be done by clicking on a weapon box, and selecting a weapon.
You can not add weapons of your own, to make sure no double-indices can occur.

If you are done editing you can save your kit.
If you have not yet saved a kit, and you close the application, it will ask you if it should be saved.

Getting the kit in-game

To display your new kit in the spawn screen, you must edit the init.con of a level.
This file is located in: Levels\level_name\server.zip\init.con.

Edit this file in notepad.
Scroll down untill you see something similar to this: